From: Doug Murphy
Subject: Review: GameFix 9 (LONG)
Mea culpa. I fell victim to my worst imaginings about GameFix
prior to receiving the issue. Having thought previously of this
mag as a "mini-Command," I must applaud editor Jon Compton for
seeking the "road not taken" in the magazine's development. He's
certainly trying something here in seeking to break into the mass
market. GameFix 9 looks very similar to the myriads of COMP game
mags one might see on the rack at a big bookstore. I've been
frustrated in the past with GaF because it seemed to change its
collective mind as to what it was with every issue. Now placing
9 issues next to one another, you can certainly see an evolution.
Re the non-die-cut counters issue. Compton says counters in
future issues will be full-color on heavy cardstock a la this
game's insert but with more "imagination" as the die-cutting
process restrictions on art and info in the little "box" are now
removed. I think I'll be trying George Phillies' suggestion
about wrapping future counters in tape.
Compton also hopes to increase map size to 17" x 22" in the
future with counters at no more than 150 or 4 sheets of cardstock
cards.
On to the issue. The game: Among Nations, a hilarious
("jaundiced" is word used by designer Alan Emrich) multi-player
card game at international relations. This issue also has the
BEST industry gossip section I have ever seen. For an issue put
to bed some time ago, there's a lot of meat here. Especially for
one who scans a lot of game discussion groups. There's also a
tinge of "house mag" to this issue, an interview with Rebel Yell
designer Richard Dengel, a new scenario by same for RY, advanced
rules for Ancients (now owned by GPG), and new scenarios for
Crisis 2000. There is a great editorial by Jack Greene (of
Quarterdeck Games fame) that directly touches our current thread
on the "future of wargaming." A semi-amusing note to Vice
President Al Gore AND NO DAVE WOOD. :)
Let me give you a sample of the Industry News and hopefully whet
your whistle to buy this issue and get more scoop. A future
grand tac game on Anteitam with very interesting mechanics by Jim
Werbaneth. Upcoming designs from Dan *Rise of the Luftwaffe
Verssen. What's coming up from MiH and GMT. Oh, and a note
about something I was wondering about that I'll pass along. S&T
173 and 174 should be late because DG switch printers. A quickie
review of Avalanche's SMS Goeben (designed by Black Sea Fleet's
Mark Benninghof). What is Keith Poulter up to. Will War in
Europe rise from the dead. Speaking of dead, the ghost of Fresno
Gaming Assn. seemingly returns in the person of Mike Crane.
Now how the heck to explain Alan's card game? There are only
four pages of rules. And lots of that is taken up with
explaining concepts. Let's see his text: "An easy-to-play card
game of international wheeling and double-dealing for 3 to 6
players. Each player reps the exec leadership of one nation and
each round of play equals one year. Because average tenure of
head of states in the game's nations is 4 years, game lasts 4
rounds. During each round, each player determines his country's
agenda and tries to promote it while helping, hindering the
others through card trades and diplomacy." "Victory" as it were
is determined by points.
The game does not play well with 2: I've tried it. Three types
of cards: agenda, resource and option. Six nations: Israel, US,
India, Mexico, South Africa and Japan. (What! No New Zealand!)
Agenda cards note what 6 resource cards that nation should try
to obtain from others and how many VPs of each. Resources are
"bargaining chips" to try to acquire the right mix specified on
the agenda card. Option cards are used to help or hinder other
players and are "levers" of diplomacy.
How does this all work? Well, we're not really sure. There's
not set sequence of play. A timer is started and play consists
of card trading, Option card play and verbal diplomacy. Here's
a unique rule: Players may leave and return to the playing area
without any formal announcement during the course of a round.
("Attention! Attention please! Japan is going to the
bathroom."). When the timer runs out, players must immediately
stop talking, trading and playing cards. VPs are tallied up.
To paraphrase the Oldsmobile tagline: This is not your father's
wargame. I believe people's reactions are going to be extreme,
either: I Love this game or I paid $6.95 for This?! The graphics
and "finish" are very very very high. I think I'll actually try
this on some non-gamers and see what happens. Play is certainly
fast. And the dynamics are well-thought-out. But Waterloo or
Battle of the Bulge it's not. Buried in the mag, Compton notes
a planned move to more "classic" wargame subjects when the mag's
doing a wargame and not "climbing Mt. Everest" (ie no more
Winceby's). I'd rate GaF 9 a buy if you have at least 2 friends
to try this out with.
Regards,
Doug Murphy (dmurphy@wpppost.depaul.edu)